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added 2 partymembers and some other stuff
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- re-added bor party member
- added jerdly party member
- moved the tower_outside map to a folder
- etcetera
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DiamondBor committed Feb 12, 2025
1 parent ea7902c commit b22889a
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Showing 270 changed files with 2,989 additions and 92 deletions.
8 changes: 7 additions & 1 deletion .gitignore
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build/
output/

*.tiled-session
*.tiled-session
/mods/dlc_forest
/mods/dlc_trials
/mods/dpr_jamm_dlc
/mods/dlc_yellow
DarkPlaceREBIRTH.lnk
open.bat
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125 changes: 125 additions & 0 deletions data/actors/bor.lua
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local actor, super = Class(Actor, "bor")

function actor:init()
super.init(self)

-- Display name (optional)
self.name = "Bor"

-- Width and height for this actor, used to determine its center
self.width = 23
self.height = 18

-- Hitbox for this actor in the overworld (optional, uses width and height by default)
self.hitbox = {3, 9, 17, 9}

-- Color for this actor used in outline areas (optional, defaults to red)
self.color = {0, 0, 1}

-- Path to this actor's sprites (defaults to "")
self.path = "party/bor/dark"
-- This actor's default sprite or animation, relative to the path (defaults to "")
self.default = "walk"

-- Sound to play when this actor speaks (optional)
self.voice = "bor"
-- Path to this actor's portrait for dialogue (optional)
self.portrait_path = "face/bor"
-- Offset position for this actor's portrait (optional)
self.portrait_offset = {-18,-2}

-- Whether this actor as a follower will blush when close to the player
self.can_blush = false

-- Table of sprite animations
self.animations = {
-- Movement animations
["fall"] = {"fall", 4/30, true},

-- Battle animations
["battle/idle"] = {"battle/idle", 1/15, true},

["battle/attack"] = {"battle/attack", 1/15, false},
["battle/act"] = {"battle/act", 1/15, false},
["battle/spell"] = {"battle/attack", 1/15, false, next="battle/idle"},
["battle/item"] = {"battle/item", 1/15, false, next="battle/idle"},
["battle/spare"] = {"battle/spare", 1/15, false, next="battle/idle"},

["battle/attack_ready"] = {"battle/attackready", 1/15, false},
["battle/act_ready"] = {"battle/actready", 1/15, false},
["battle/spell_ready"] = {"battle/attackready", 1/15, false},
["battle/item_ready"] = {"battle/itemready", 1/15, false},
["battle/defend_ready"] = {"battle/defend", 0.05, false},

["battle/act_end"] = {"battle/idle", 1/15, false, next="battle/idle"},
["battle/spell_end"] = {"battle/idle", 1/15, false, next="battle/idle"},

["battle/rude_buster"] = {"battle/attackready", 1/15, false, next="battle/idle"},

["battle/hurt"] = {"battle/hurt", 1/15, false, temp=true, duration=0.5},
["battle/defeat"] = {"battle/defeat", 1/15, false},

["battle/transition"] = {"battle/idle", 0.2, true},
["battle/intro"] = {"battle/intro", 0.05, true},
["battle/victory"] = {"battle/victory", 1/10, false},

-- Cutscene animations
["jump_ball"] = {"ball", 1/15, true},
}

-- Tables of sprites to change into in mirrors
self.mirror_sprites = {
["walk/down"] = "walk/up",
["walk/up"] = "walk/down",
["walk/left"] = "walk/left",
["walk/right"] = "walk/right",

["walk_unhappy/down"] = "walk_unhappy/up",
["walk_unhappy/up"] = "walk_unhappy/down",
["walk_unhappy/left"] = "walk_unhappy/left",
["walk_unhappy/right"] = "walk_unhappy/right",
}

-- Table of sprite offsets (indexed by sprite name)
self.offsets = {
-- Movement offsets
["walk/left"] = {0, 0},
["walk/right"] = {0, 0},
["walk/up"] = {0, 0},
["walk/down"] = {0, 0},

["walk_unhappy/down"] = {0, 0},
["walk_unhappy/left"] = {0, 0},
["walk_unhappy/right"] = {0, 0},
["walk_unhappy/up"] = {0, 0},

["walk_blush/down"] = {0, 0},

["slide"] = {0, 0},

-- Battle offsets
["battle/idle"] = {-5, -1},

["battle/attack"] = {-4, -25},
["battle/attackready"] = {-4, -25},
["battle/act"] = {-4, -25},
["battle/actready"] = {-4, -25},
["battle/spell"] = {-5, -5},
["battle/spellready"] = {-5, -5},
["battle/item"] = {-4, -25},
["battle/itemready"] = {-4, -25},
["battle/defend"] = {-4, -25},
["battle/spare"] = {-4, -25},

["battle/defeat"] = {-8, -5},
["battle/hurt"] = {-5, 0},

["battle/intro"] = {-37, -14},
["battle/victory"] = {-37, -14},

-- Cutscene offsets

}
end

return actor
2 changes: 1 addition & 1 deletion data/actors/hero.lua
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ function actor:init()
self.soul_offset = {15, 25}

-- Color for this actor used in outline areas (optional, defaults to red)
self.color = {0, 1, 1}
self.color = {1, 0.5, 0}

-- Path to this actor's sprites (defaults to "")
self.path = "party/hero/dark"
Expand Down
23 changes: 23 additions & 0 deletions data/actors/jerdly.lua
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---@class Actor.jerdly : Actor
local actor, super = Class("berdly", "jerdly")

function actor:init()
super.init(self)

end
local function h(hex)
return {tonumber(string.sub(hex, 2, 3), 16)/255, tonumber(string.sub(hex, 4, 5), 16)/255, tonumber(string.sub(hex, 6, 7), 16)/255, value or 1}
end
function actor:onSpriteInit(sprite)
sprite:addFX(PaletteFX({
h '#46b3fb',
h '#31b081',
h '#79ff95',
}, {
h '#549d58',
h '#319cb0',
h '#79fcff',
}))
end

return actor
52 changes: 52 additions & 0 deletions data/items/armors/steel_coating.lua
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local item, super = Class(Item, "steel_coating")

function item:init()
super.init(self)

-- Display name
self.name = "SteelCoating"

-- Item type (item, key, weapon, armor)
self.type = "armor"
-- Item icon (for equipment)
self.icon = "ui/menu/icon/armor"

-- Battle description
self.effect = ""
-- Shop description
self.shop = ""
-- Menu description
self.description = "A transparent, flexible metal shell forged to highly increase the defense of certain beings."

-- Default shop price (sell price is halved)
self.price = 200
-- Whether the item can be sold
self.can_sell = true

-- Consumable target mode (ally, party, enemy, enemies, or none)
self.target = "none"
-- Where this item can be used (world, battle, all, or none)
self.usable_in = "all"
-- Item this item will get turned into when consumed
self.result_item = nil
-- Will this item be instantly consumed in battles?
self.instant = false

-- Equip bonuses (for weapons and armor)
self.bonuses = {
defense = 6,
}
-- Bonus name and icon (displayed in equip menu)
self.bonus_name = "Tough Cover"
self.bonus_icon = "ui/menu/icon/armor"

-- Equippable characters (default true for armors, false for weapons)
self.can_equip = {}

-- Character reactions
self.reactions = {
bor = "It fits just right."
}
end

return item
52 changes: 52 additions & 0 deletions data/items/armors/tealstartophat.lua
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local item, super = Class(Item, "tealstartophat")

function item:init()
super.init(self)

-- Display name
self.name = "TealStarTopHat"

-- Item type (item, key, weapon, armor)
self.type = "armor"
-- Item icon (for equipment)
self.icon = "ui/menu/icon/armor"

-- Battle description
self.effect = ""
-- Shop description
self.shop = ""
-- Menu description
self.description = "A neatly designed top hat engraved with stars.\nWhen worn, it increases the user's magic power."

-- Default shop price (sell price is halved)
self.price = 200
-- Whether the item can be sold
self.can_sell = true

-- Consumable target mode (ally, party, enemy, enemies, or none)
self.target = "none"
-- Where this item can be used (world, battle, all, or none)
self.usable_in = "all"
-- Item this item will get turned into when consumed
self.result_item = nil
-- Will this item be instantly consumed in battles?
self.instant = false

-- Equip bonuses (for weapons and armor)
self.bonuses = {
magic = 15,
}
-- Bonus name and icon (displayed in equip menu)
self.bonus_name = "MP UP"
self.bonus_icon = "ui/menu/icon/magic"

-- Equippable characters (default true for armors, false for weapons)
self.can_equip = {}

-- Character reactions
self.reactions = {
bor = "Cool Design"
}
end

return item
55 changes: 55 additions & 0 deletions data/items/weapons/fire_shard.lua
Original file line number Diff line number Diff line change
@@ -0,0 +1,55 @@
local item, super = Class(Item, "fire_shard")

function item:init()
super.init(self)

-- Display name
self.name = "Fire Shard"

-- Item type (item, key, weapon, armor)
self.type = "weapon"
-- Item icon (for equipment)
self.icon = "ui/menu/icon/shard"

-- Battle description
self.effect = ""
-- Shop description
self.shop = ""
-- Menu description
self.description = "A shard of hot energy fabricated from\npowerful Fire magic power."

-- Default shop price (sell price is halved)
self.price = 480
-- Whether the item can be sold
self.can_sell = true

-- Consumable target mode (ally, party, enemy, enemies, or none)
self.target = "none"
-- Where this item can be used (world, battle, all, or none)
self.usable_in = "all"
-- Item this item will get turned into when consumed
self.result_item = nil
-- Will this item be instantly consumed in battles?
self.instant = false

-- Equip bonuses (for weapons and armor)
self.bonuses = {
attack = 6,
magic = 14
}
-- Bonus name and icon (displayed in equip menu)
self.bonus_name = "Heat"
self.bonus_icon = "ui/menu/icon/fire"

-- Equippable characters (default true for armors, false for weapons)
self.can_equip = {
bor = true
}

-- Character reactions
self.reactions = {
bor = "It's smoking hot!"
}
end

return item
2 changes: 2 additions & 0 deletions data/items/weapons/gilded_halberd.lua
Original file line number Diff line number Diff line change
Expand Up @@ -43,11 +43,13 @@ function item:init()
-- Equippable characters (default true for armors, false for weapons)
self.can_equip = {
berdly = true,
jerdly = true,
}

-- Character reactions
self.reactions = {
berdly = "Oh, going classy, are we, Kristopher? So be it!",
jerdly = "Oh-ho! Thank you for the superchat!",
susie = "THAT thing? Hell if I do.",
ralsei = "Ummm... it's too heavy...",
noelle = "(Why does this smell like fried chicken???)",
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